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CC Mod Manager - good idea? http://45.55.195.193/viewtopic.php?f=4&t=7329 |
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Author: | cambiogris [ Sat Aug 25, 2007 12:37 am ] |
Post subject: | CC Mod Manager - good idea? |
The general idea: I started thinking about this in another topic which I would rather not derail. But this is just an idea, as I don't really have a way to code it myself. It would serve as a way to install/uninstall or disable/enable mods, perhaps even creating them, and a way to launch CC. CCMM could detect the location of CC from the registry, and have an additional option to specify it manually. The filetype: The extension could be .ccmp, for Cortex Command Mod Package. I'm throwing this out there because it's not in use, as far as I know. The actual format would be .7z, which is free and comparable with .rar. I'm sure people are aware of how I praise 7-Zip, but being a free format, it could work very well here. The contents of the archives would follow their typical structure, perhaps with an added information file in the rte, perhaps like [*.rte]/ccmp.txt, which would contain structured information like mod author, version, date, CC version, etc. There could also be a field for map/mod, which would allow them to be categorized within the manager. A custom icon would be made for the packages, to ensure they're easily recognizable. The extraction backend: The backend for extraction would be the command line version of 7-Zip. Due to its LGPL licensing, it could even be included with the manager installation, as long as credit is given and the license made clear. When extracting a mod, it would run: [CCMM location]/7za.exe x [*.ccmp location] -o[CC location] Note: there is no space between -o and the trailing directory. The interface: As said at the beginning, the interface would have various features for working with mods. Installation would be done either by double-clicking the CCMP, or by pressing Install from within the manager. Uninstallation would be done by selecting the mod in the list, then clicking Uninstall. The manager could then move the mod to the recycle bin. Disabling mods would simply be there for when you would like CC to load faster, for example, when you're creating mods. Mods could be moved to a [manager location]/disabled directory with Disable Mod, then moved back when Enable Mod is clicked. Perhaps there could even be a button Package Mod, where you could select your working directory, fill in some fields, and CCMM would package it up for you. This way, modders would not even need to download 7-Zip. The last few buttons would be About Mod, About CCMM, and Launch CC. Conclusion: I think this would be a nice tool, especially for newbies who don't know what WinRAR or 7-Zip are, or wonder where to extract their mods. They could simply double-click, install, and play. Comments? |
Author: | ChJees [ Sat Aug 25, 2007 12:42 am ] |
Post subject: | Re: CC Mod Manager - good idea? |
Sounds not too hard to do... Only if you know how to make a Parser for the custom file type so will everything be in order. Why complicate it? People have bigger hard drives now and so the compression is really not needed. Just scan the Cortex Command Root Directory after folders that are NOT Base.rte AND DisabledMods. Sounds like something i could in 2-3 weeks if i am motivated enough. |
Author: | Daman [ Sat Aug 25, 2007 12:48 am ] |
Post subject: | Re: CC Mod Manager - good idea? |
NO. Because anyone that could code this shouldn't waste their time on it. 7zip is fail and unused. Winrar is superior. Mods are already in an easy to use format. Starting up an extra program just to move a folder which is a one click action shouldn't be needed. |
Author: | cambiogris [ Sat Aug 25, 2007 12:54 am ] |
Post subject: | Re: CC Mod Manager - good idea? |
Daman3456 wrote: 7zip is fail and unused. I guess that's why it has superior compression ratios to RARs in most tests, and it's a freely usable format. Your blind hatred isn't a reason for this to not be done. An installation of 7-Zip would not be necessary to use this program. Daman3456 wrote: Mods are already in an easy to use format. I'd like for people to intelligently argue against this instead of lashing out just because I'm proposing something besides WinRAR and Windows Explorer for managing mods. And hey, if you guys are intent on using RAR, guess what? It's still feasible! Here's a command-line version of WinRAR, which is also licensed for distribution with other programs. http://www.rarlab.com/rar/unrarw32.exe |
Author: | Grif [ Sat Aug 25, 2007 1:24 am ] |
Post subject: | Re: CC Mod Manager - good idea? |
ONOEZ PIRATING WINRAR, EXCEPT WHEN YOU RIGHT CLICK > EXTRACT, IT DOESN'T EVEN SHOW THE NAG SCREEN. |
Author: | cambiogris [ Sat Aug 25, 2007 1:32 am ] |
Post subject: | Re: CC Mod Manager - good idea? |
It's still irrelevant. But I guess if nobody here's really interested, that's too bad. I thought it would be a nice tool for the lurkers and less technically-competent people in this community, but hey, if nobody wants to code it, then it's falling on deaf ears. |
Author: | Grif [ Sat Aug 25, 2007 1:47 am ] |
Post subject: | Re: CC Mod Manager - good idea? |
Dude, this is a tiny, obscure internet community, competence is assumed. |
Author: | Falcon X [ Sat Aug 25, 2007 1:53 am ] |
Post subject: | Re: CC Mod Manager - good idea? |
I actually think this is good. Since I hate my load time, but can't bear to remove the mods.... |
Author: | Electroclan [ Sat Aug 25, 2007 1:54 am ] |
Post subject: | Re: CC Mod Manager - good idea? |
I like your idea.. But, to be honest, the length of coding time and bug fixing and beta testing that goes with implementing something like this doesn't pay for itself in terms of time and work saved. Installing and deleting mods is simple and small enough to make the mod manager a waste of time and resources. It was a good idea, but it's a good example of the term 'over-engineering'. For example, someone is working on a weapon-maker program. That pays back all of the work put into it by giving anyone and everyone a simple, fast way to create a weapon for themselves. The traditional method involves some coding knowledge (if not at the peak of basic, but you get my point.) and time spent perfecting and tweaking the weapon. I also want to be the first to say I appreciate you putting your input into the community. A good portion of this community respects ideas and innovation. I suggest you put your ideas to more ambitious horizons.. and see where you get, I guess. Also, Grif. It doesn't hurt to be friendly, hmm? Lighten up a bit. |
Author: | Grif [ Sat Aug 25, 2007 2:20 am ] |
Post subject: | Re: CC Mod Manager - good idea? |
Yes. Yes, it does hurt me to be friendly. Amicitiaphobia. Fear of companionship and friendship. |
Author: | robolee [ Sat Aug 25, 2007 2:29 pm ] |
Post subject: | Re: CC Mod Manager - good idea? |
lol. anywho, this is already easily done: 1. make a folder called "unused mods.rte" (or whatever) 2. put mods you don't want to use in it 3. make an index.ini with Code: DataModule (nothing else) and it will run cortex command normally but it wont load them mods, then you can put them back in whenever you want pic: |
Author: | Pyrorex [ Sat Aug 25, 2007 2:32 pm ] |
Post subject: | Re: CC Mod Manager - good idea? |
cambiogris wrote: pirating WinRAR. I lol'd |
Author: | cambiogris [ Sat Aug 25, 2007 2:37 pm ] |
Post subject: | Re: CC Mod Manager - good idea? |
Pyrorex wrote: I lol'd Hey, the only reason I mentioned it is because a lot of people won't do it. I've seen at least one person on these forums. |
Author: | robolee [ Sat Aug 25, 2007 2:40 pm ] |
Post subject: | Re: CC Mod Manager - good idea? |
well its there fault if they didn't WANT people to 'pirate' it they would make it force them to stop using it, they're just thinking about the poor people (or they're stupid) |
Author: | Pyrorex [ Sat Aug 25, 2007 3:00 pm ] |
Post subject: | Re: CC Mod Manager - good idea? |
cambiogris wrote: Pyrorex wrote: I lol'd Hey, the only reason I mentioned it is because a lot of people won't do it. I've seen at least one person on these forums. You don't HAVE to pirate it, it's entirely free. |
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